Search the Community
Showing results for tags 'request'.
-
Hello, everyone. I’d like to request a Warframe-inspired mod for Project Zomboid that brings in some iconic elements from the Warframe universe. Imagine being able to find and wear clothing based on Excalibur and Mag! Excalibur’s outfit could be available for male characters, capturing his distinct, armor-like look, while Mag’s outfit could be designed for female characters, adding her sleek, sci-fi vibe to the game. To complete the set, it would be incredible to see the Skana or Protokol Longsword included as a usable weapon. This blade could add a unique melee option with balanced stats, but if possible, with a bit of visual flair inspired by Warframe – like a faint glow or effect to make it feel even more special within the world of Project Zomboid. An exciting twist would be to incorporate zombies inspired by the Technocyte virus from Warframe’s 1999 theme. These Technocyte-infected zombies could appear subtly mutated, with a bio-mechanical texture or detailing that gives them a terrifyingly alien look, as if they’ve been consumed by the Technocyte virus. This would add a sci-fi horror edge to encounters with the undead. Finally, for players looking for that military or tactical touch, it would be awesome to see optional military-style chest and leg holsters inspired by the Protoframe designs from Warframe’s 1999 reveal. These could be worn along with the Excalibur and Mag outfits or as separate accessories, providing a tactical, sci-fi aesthetic that fans of the game would love. Details: Excalibur: Male character model, ideally with his iconic armor look. Mag: Female character model, also keeping her unique Warframe appearance. Skana Sword/Protokol Longsword: Adding the Skana or Protokol Longsword as an in-game weapon would be amazing. It could have balanced stats to fit Project Zomboid’s combat style, but an additional effect or visual flair inspired by Warframe (if feasible) would make it truly stand out. 1999 Technocyte-Infected Zombies: Inspired by Warframe’s 1999 cinematic reveal, I’d love to see zombies reimagined with the Technocyte virus look. Perhaps subtle mutations or texture changes to make them appear as if they’ve been infected by the Technocyte virus, adding a Warframe-inspired, bio-mechanical vibe to the undead. Optional Military Holster Attachments: Inspired by the Protoframes from the 1999 reveal, optional military-style chest and leg holsters for both male and female characters would be a fantastic touch. These could be worn with the Excalibur and Mag suits or independently, adding a tactical look to the gear. Thank you for considering this request! I’m sure there are other Warframe fans in the community who’d love to see this in Project Zomboid. Technocytes:
-
There are entirely to LITTLE hats in the game, I Want a Nurse Hat, or a Pope Hat! Give me a kippa! Ushankas! pickelhaube! please.. I need to be fashionable when I die.
-
Like on the old forums people can post their requests for lua additions in this thread. Please just post requests here and don't debate about the ones made. The devs are perfectly capable of deciding what to add and what not to add Anyway, here we go: New / Changed Events: EveryMinute: Self explanatory.EveryHour: Self explanatory.OnUnequip: When Item is unequipped from the primary or secondary slot.OnItemUse: When item is used in the inventory. (E.g. "Eat Food" or "Bandage Wound")OnContainerUpdate: When the item containers are updated (parameters: table of contained items, getType() of the updated container) New / Changed Functions: IsoFloorBloodSplats(): in the Chunk class (or whatever is necessary to retrieve blood on walls and floors and remove it)FIX ItemContainer:isInCharacterInventory()getFps() in GameWindow.Getter / Setter for amount of splattered blood. Finished (already in the game) setPermaLocked(boolean) in IsoWindow -- RM : Done for 2.9.9.17isPermaLocked() in IsoWindow -- RM: Done for 2.9.9.17OnRainStart -- RJ : Done for 2.9.9.14OnRainStop -- RJ : Done for 2.9.9.14OnEquipPrimary: Fires when an item is equipped as primary weapon.-- RJ : Done for 2.9.9.14, param : player, itemOnEquipSecondary: Fires when an item is equipped as secondary weapon.-- RJ : Done for 2.9.9.14, param : player, itemOnItemEquipAny -- RJ : Use the OnPrimaryItem/OnSecondaryItem instead OnAmbientSound: Fires when ambient sounds is played (helicopters, gunshots ... etc.) - RJ : Done for 2.9.9.14, param : name of the ambient sound (like "chopper1", "pistolgun2",..)getClosedSprite() -- RJ : use getSprite()setClosedSprite()-- RJ : use setSprite(IsoSprite)getOpenSprite(...)-- RJ : Done for 2.9.9.14setOpenSprite(...)-- RJ : Done for 2.9.9.14setSmashed(...)-- RJ : Done for 2.9.9.14, use isDestroyed() to know if it's already smashed or notgetSmashedSprite()-- RJ : Done for 2.9.9.14
-
There's this game called Space Station 13 which is essentially a group survival simulation with jobs, and the potential spawn of a traitor with his own objectives. Zomboid is also a game with a lot of simulation mechanics, a good chunk of jobs and tasks have already been coded into the game, it wouldn't take much to jump from Zomboid to SS13 with a mod. It doesn't have to be in space, of course; it should be a survival colony building with plenty of rooms where many players will try to survive collectively to some sort of objective. A map can easily be made, with forum tutorials, the big problem would be the lobby and assignment of jobs and other UI things. I'm not sure how this could be modded. Players should spawn as invisible noclip ghosts that can't interact with anything, some UI or text prompt to select jobs should show up, and the server has to grant them the traits, telerpot them, and make them non-ghosts. I have no idea how to do these things, although it can be done through steps, merely being able to have this type of job selection in a colony building is already a nearly completed prototype, all else can be done by adding events and other mods that already are on the workshop or tailoring the map.
-
Would be great to have an option in the `mod.info` to prevent my mod of loading if an other mod ID is found to be enabled. This way we can have multiple mods into a single workshop project that offer different flavor without overwriting each other when people auto-enable them all. Example: disableIf=OtherModID name=FlavourRed id=FlavourRed disableIf=FlavourBlue disableIf=FalvourYellow
-
This post is for requesting two new global functions followed with a description and pro/con. __________________________________________________________________ The functions: Json Encode A function to serialize data into a json string. Json Decode A function to deserialize a json string back into data. __________________________________________________________________ We currently have access to an external LUA json library that works pretty well. But using an Java version of it would save a lot of LUA calls and run much faster especially for serializing large amount of data. The function de/serialize a Kalhua Table as a Json Array or a Json Object. __________________________________________________________________ Pro: - To use an exposed java json serializer would greatly improve the performance compared to using a LUA json script. Con: - Require TIS dev team to implement it and make it exposed and bug less.
-
Hello. We all remember the days of simple plumbing a rain collector to a sink and getting drinkable water from it. This idea tries to bring what this mechanic using items already ingame following this basic idea of the previous method. How it would be obtained: Though a magazine about Water Filtration Minimum level or carpentry to build would be atleast 4, could be higher too. Item used for the recipe: The basic items for a normal rain collector. 4 Planks. 4 Nails. 4 Garbage Bags, This is in order to make the barrel waterproof. Additional items needed for Water filtration 2 Sheets. 2 Units of Gravel (From a Gravel Bag) 2 Units of Sand (From a Sand bag). 2 Units of Charcoal. Ideas for the functions of the barrel It hold 40 units of water.(since part of the barrel is used by the sand ,gravel and charcoal) Water cannot be directly taken from the barrel (since filtered water is on the bottom the water on the top is tainted) A sink connected to this barrel gets drinkable water. A vanilla rain collector can be placed on a floor above and be connected to the barrel. The filtration barrel can be connected to the vanilla barrels if it is placed on a floor above Sprites for the barrel and magazine
-
I know its like weeb mod But i want this mod I try to make this mod not only change texture but when i replace femalebody.x but its failed
-
So I realized this is probably not a very big priority for inclusion in the main game since it's fairly trivial, so I figured it'd be better suited for a mod. Basically, it's what the title says. Different models for player characters based on body type-based traits, like Athletic, Stout, Underweight, Overweight, etc, but of course since I'm not really sure how this works, this could either just be a few changes with new models, or it could require entirely new animations for all actions, so this could either be a small idea or a massive and unreasonable job. It's just a bit of detail I'd love to see sometime.
-
Hi. I'm thinking about the creation of a mod for our roleplay PZ server : an icon showing on the character while its player is typing something in local chat. Being aware that another player is currently typing could be very useful on a roleplay server. I'm looking for solutions, as no Lua event is linked to this specific situation. As for now, I have tried to simply capture the "OnKeyPressed" event for the "Return" key (I know it's not either an elegant or a pro approach as keybinding could change.) But I can't even manage to capture the event... Is the return key out of "OnKeyPressed" range ? What am I doing wrong ? My current test is : -- If player(0) press "ENTER" key, log it and say it local function typingIconShow(_keyPressed) local key = _keyPressed; -- Store the parameter in a local variable. print(key); -- Prints the pressed key to the console. -- We test if the correct key is pressed. local player = getSpecificPlayer(0); if key == 13 then print('TYPINGICON MOD - RETURN key hit !'); player:Say("I press the RETURN key !"); else print('TYPINGICON MOD - '..key..' key hit !'); player:Say("I press the "..key.." key !"); end end -- Register the function to key pressed event Events.OnKeyPressed.Add(typingIconShow); Current results : the mod is loaded, but no output, nor in game nor in the console (I tested it by hosting a test multiplayer game). I'm also wondering... How to get the "typing icon" to appear on other players' client ? I mean, which mechanic should I use to place a small icon on the typing player character and make it visible for every other players ? Does anyone can help me please ?
-
It looks cool in the challenge: House in the Woods - Last Stand Accumulator Anyone can make it as a watch like items?
-
Hello Devs and Community! I'd like to request you to add / discuss these features: "Take All" "Transfer All" Hotkey Binding It is already possible to batch transfer items between storages and inventory. Kudos for that, devs. But the implementation of this feature is very cumbersome. In my case it's very tiring for the wrist to aim for the buttons often. It's also mentally uncomfortable. It somehow "mentally feels" very wrong. Instead, I would prefer to press a key to "take all" or "transfer all" to empty or fill the selected inventory. It should also easily be able to implemented, because the essential functions are already present. Auto-Sort Feature I could not find an similar request for this. So there should be a button / key, to auto sort inventory items into surrounding containers. Yes, there is the "transfer all" button present - but that's more or less a quick'n'dirty way to solve storage affairs. A good storage currently involves much mouse movement and micromanagement. But in my case, I get rather bored by having to manually sort in each item over and over again. I don't want to bother with this kind of micromanagement. I'd rather like to focus on other aspects of this game. "Auto-Sort Feature" should be like: Oh, okay. So there are currently 6 containers present (including ground), within the accessible range of the player. Let's take a look, whats inside of these containers. Container1: Oh there is a bunch of nails present. Do we have nails inside the inventory? Oh great, we have 21 of them! So lets put them all into the container. There is also a nice, cuddly spiffo. Do we have a spiffos inside the inventory? Oh dang, no spiffos today. [...] Nothing more. Next container! Container2: Seems to be empty. Mkey - skip that. Neeext! Container3: Oh look! What a nice, beautiful shotgun. [...] etc. Just to clarify / TL;DR: I am trying to suggest a feature (macro?) that empties out the player's inventory into nearby containers. But not like the "transfer all" button - more like a "sort in" feature. It should transfer items to nearby containers 360° around the player, which already contain identical items.
-
Itemcontainer.class has a getcapacity method to get capacity, but it does not have setcapacity method, capacity is hard coded Can developers add a setCapacity method? This will be very useful.
-
Just a random list of things who I want to see if you modders can do or just for something else -Possible to use knifes, spoons and forks for better consuming. . Also, consuming with only hands could open a chance of food poisoning. -Wash hands on sinks and rivers and needing to dry them using towels of any class (even dirty). Using soap can increase the cleaning. -Possible to use toilets and showers when your character needs it. Mostly, you could poop in a random area, and collect the poop for makeshift fertilizer.Showers when your character is dirty from exploring in places like forests, and killing zombies. - Visible percentages of infection and other sources of diseases. Also, if the infection percentage stays neutral and doesn't continue, that means the wound passed the infection. Objects dropped on the ground, like for example: Ripped sheets, sheets, bandages, towels, food items can get dirty if they stay much time inside a container, grass lands, dirt, and roads. Fresh food will need to be washed using sinks, and optionally rivers; with a probability of infection. -Crafting, and reading books times are increased. Like for example: A log wall will require one minute in real life to be crafted (this could be changed by the sandbox settings). Reading a skill book depending the kind could also include new sections, like for example thr Farming; Better plant management, How to harvest a full crop, and etc. This won't affect at all the skill leveling system. -Make it possible to jump more objects, and add the majority of them collision. Rework on the building system. Measures on certain objects, such as nails, planks, ribbons and other objects that are related to the construction in the game. Also, you can build stuff like small, medium and large walls, pillars, and supports for the walls. This is my request and idea for you modders, or PZ developers aswell. Anyways, thank you for reading this. -William Mackenzie
-
I am someone who loves the rain. Ever since I moved to Arizona, I spend 10 months out of the year craving the rain that almost never comes. Arizona is the 3rd driest state in the country, behind Utah and Nevada, and my 11 inches a year comes mostly from monsoon season. Whether rainless overcast, light drizzle, medium soak, heavy rain, or monsoon downpour, I can't get enough of it, in reality or in video games. Heavy rain is better. I'm always cranking up the rain values in games I play if they allow it. Which is why I would like to request some kind of mod to add in intense thunderstorms, and make the rain much more intense than it is now, both visually and audibly. The "very rainy" option simply makes it rain more; what I want are storms with howling winds, crashing thunder, lightning strikes, and water puddles. For those who have not played Don't Starve, it had an expansion called Shipwrecked that adds in a very visually entertaining hurricane storm followed by a monsoon. It looks something like this: https://www.youtube.com/watch?v=aWcgq4ZA8UY I understand that Muldraugh and the area south of Louisville don't get hurricanes and monsoons—hell, I was born 80 miles from where this game takes place, near Evansville. Which is why I wanted to request this mod. Something to spruce up the rainy season, and really give a sense of surviving nature's wrath.
-
As the title says, sometimes you want to make it quick to read the text of a sheet of paper or more specifically the post-it notes without having to right click- left click on read and wait for the windows to appear. The tooltip might not show the whole text but a portion. No need to create a whole "tooltip class object" but to reuse the existing one. I would kindly try to make a mod out of it.. But I would need some kickstarter tips Regards
- 2 replies
-
- post-it notes
- hydrocraft
-
(and 5 more)
Tagged with:
-
Contrary to the inventory and loot windows, the map window (when you read a map) cannot be resized. this is really annoying even if you pin it (whenever you mouse out of the windows it foldes back up, when you mouse over it, it unfolds down). Also Consider that the Map UI window is really big ( it takes more than half the area of the game's HUD). Is it possible that one can convert that window to something like the inventory or loot one (so you can resize it ) through some minor modding? I will happily try to do it.. but I need some major guidance for it. Regards
-
If possible - only the breaking of walls/houses, while leaving the grass/trees/vines overgrowing.
-
Hello everyone, I haven't visited the Forums properly for quite some time. But, I have recently updated the game and found the addition of "Safehouse" and "Faction" creation to be really interesting. Sadly though there is one thing I dislike about said "Safehouse" creation, it doesn't work on non-residential buildings. It also doesn't work when you have zombies set to "0", in an attempt to setup a Faction stronghold for possible Roleplay. Anyway, I thought to myself that there wouldn't be a better place than the Forums to ask for such a Modification. Any help is appreciated, thank you for your time.
-
English is not my native language so bear with me. The sad truth about the game is it really bores us after surviving 6 months due to lack of presence of zeds. So i came with this chopper idea to lure them but in return it will drop supply crates. Every week a chopper arrives to search for remaining survivor. If you let it spot you, it will hover and drops supplies like canned food, guns, ammo or medicine near you (and also lure zombie near you). If you hide the chopper leaves immediately and will not drop supply Or you can paint a helipad sign in parking area , roof top or open spaces (which is far from your safe house) and leave a Lamp post( so they would know your alive) and drop supply and also lure zeds on that area. What do you think ?
-
I almost feel guity posting this, considering how short it is. I've talked with a couple of people, and what I find always lacking is a visual indicator of stamina. I know we have moddles for that, but it'd be nice to have a little white bar pop up near the player when you run / swing your weapon, and so forth. After two or three seconds, if you aren't doing anything strenuous, the stamina bar would vanish. What do you think people? Is it doable? Who else wants this mod?
-
Hey any modders here, capable of making a simple mod, wich contains a usable football? Just as an Item with option to interact with, so when you press e next to it, it moves a few squares? xD Would be a funny addition to the game, since now the european cup is going on. And I would love to have a nice little kick at the muldraugh football pitch with my undead friends xD Thanks, and keep up the hustle, dear modders!!
-
Guys, I have a bit of a garbage problem so to speak. I believe the image clarify my problem. Can't even fight zeds anymore because they are hard to see. In case you did not noticed, are living zeds down there... I use the Cremation Mod, but to carry and burn 6000+ corpses takes away the fun. Not to mention that there will always be more zeds spawning and moving towards my base. It becomes tedious very fast. Anyway, maybe someone can make a mod that makes the corpses to decay naturally after a while. I know I can add at properties of CorpseMale and CorpseFemale "DaysTotallyRotten", but I have no idea how to use that in Lua in order to make them vanish when are totally rotten. Of course that would also make the rotten food disappear, and that would be even better. Please, can anyone help? Thank you.